Weirdly, I took that punch-through-the-wall thingie, but didn’t see a single time I could do the kill-through-a-wall that was so prominently featured in the early videos.

Punch through walls pays for itself because there are Praxis kits (as well as other loot) that you can get no other way. Plus, it’s fun.

You have to time it so that a patrolling enemy is on the other side of the wall when you punch. I’ve done it a few times, but punch spots into patrols aren’t that prevalent.

And patrols behind walls don’t show up on radar if not spotted, right? I’m wondering if the devs took advantage of maybe needing x-ray by putting a breakable wall somewhere surrounded by solid concealment of the enemies.

Incorrect.

I can remember two spots in the game where someone is just waiting on the other side of a breakable wall. But since I was going for a no-kill run and doing this with an enemy on the other side will result in a death, I didn’t take advantage of it. OK, maybe once, just to see how cool it looks. SPOILER: pretty cool.

I was going back through an area and blew through a wall with the augment I just acquired and that killed an unconscious guard I had left on the other side. So I figured it was no problem and loaded and just moved him gently somewhere else. After 8 or so loads it didn’t matter if I grabbed either arm or foot, how I dragged, what direction, just touching him at that point killed him. So there are some oddities with the body movement. Luckily just leaving him there and not breathing on him in the slightest still shows his icon as sleeping.

Doing an Icarus landing stun on someone’s head will kill them. Fun.

Three down. Definitely out of things to spend Praxis points on. And the Typhoon is broke as hell, because I don’t think that the third boss fight was supposed to go boom-boom-boom-done the way that it did. I sincerely hope that the last zone goes by quick enough for me to finish it up tonight (assuming my comics don’t show up), because television has gone done and started up again and my time to play video games is about to get dramatically reduced.

Tranq darts sometimes kill enemies, though I’ve never been sure if that’s from damage they suffer when they collapse onto a hard floor, or if tranq darts have a % chance to kill if you hit the target in the head with the dart.

I got Foxiest of the Hounds, even though I was sure I had disqualified myself by using EMP grenades on several of those huge bots (they briefly went Hostile when I grenaded them, but not when I used a mine).

The only enemies I have ever killed with a dart were non-enemies. Specifically, they were thugs in Derelict Row that were market white and not red. I don’t think I’ve ever accidentally killed a red dot.

Foxiest of the Hounds specifically says “don’t set off any alarms,” which is what I’m betting on at this point, because I’ve had dudes turn red at me for various reasons (any grenade that you throw causes the enemies you effect to psychically divine your location - the only way they don’t go hostile is if they’re not affected), but as far as I know, I have never set off an alarm. Apparently, robots are too stupid to do that by default as soon as they get zapped. That or they just awkwardly handled the robot death sequence for an active NPC and they just always trigger Hostile but don’t necessarily enter the Trigger Alarm subroutine.

Did this get posted yet? The boss battles were freaking OUTSOURCED!?

To a company who knows only shooters and nothing of DX. WHY!? How does something like this happen? How do the guys working on DXHR just decide they can’t makea boss fight, so they outsource it?

I can see outsourcing music, or multiplayer, or even other platforms I suppose, but outsourcing something like this… it boggles my mind.

The way they talk about how they design boss battles and the way they actually design boss battles… two very different things.

Sigh…

I feel sympathy for the outsourced company, they had an impossible task. Boss battles in an immersive sim like Deus Ex was always a bad idea to begin with.

Tony

I would not blame the external company…this is on Eidos Montreal. They made decision to include unskippable killable-only bosses, and they made them utterly meaningless by providing them no characterisation and failing to make them interesting in any way.

Well, I didn’t mind it too much, considering that they included a “skip combat” button. I fought each boss exactly twice: once to hang around, listen to the taunts and get killed, and then, Typhoon, Typhoon, Typhoon.

Man, I agree with that. Boss battles probably have their place – I guess somewhere – but they sure as hell don’t need to be shoehorned into every game.

I guess you didn’t ?

The boss battles were indeed very, very bad. Totally out of context (not surprising given the development situation) and all too easy. I only died once on the second fight and that was the only fight where i used the Typhoon. The last boss fight was over in 2 seconds flat from when the cutscene ended (not the endboss, but the last “fighting” boss). And i played nonlethal most of the way so i did not have many upgrades on my weapons.

Even the final endboss was over after a couple of attempts.

If you look at the interview posted over at RPS, you will see that the cutscenes used during the interview, isn’t from the game. Well, at least its something that didn’t make it into the game, but were part of the marketing material videos released prior to the gold date of the game.

Makes you wonder how much was cut, and just what exactly GRIP was told about the bosses and the story leading up to it.